#include #include "loader/component_loader.hpp" #include "console.hpp" #include "fastfiles.hpp" #include "game/game.hpp" #include "game/dvars.hpp" #include #include namespace weapon { namespace { utils::hook::detour g_setup_level_weapon_def_hook; void g_setup_level_weapon_def_stub() { // precache level weapons first g_setup_level_weapon_def_hook.invoke(); std::vector weapons; // find all weapons in asset pools fastfiles::enum_assets(game::ASSET_TYPE_WEAPON, [&weapons](game::XAssetHeader header) { weapons.push_back(reinterpret_cast(header.data)); }, false); // sort weapons std::sort(weapons.begin(), weapons.end(), [](game::WeaponDef* weapon1, game::WeaponDef* weapon2) { return std::string_view(weapon1->name) < std::string_view(weapon2->name); }); // precache items for (std::size_t i = 0; i < weapons.size(); i++) { //console::info("precaching weapon \"%s\"\n", weapons[i]->name); game::G_GetWeaponForName(weapons[i]->name); } } utils::hook::detour xmodel_get_bone_index_hook; int xmodel_get_bone_index_stub(game::XModel* model, game::scr_string_t name, unsigned int offset, char* index) { auto result = xmodel_get_bone_index_hook.invoke(model, name, offset, index); if (result) { return result; } const auto original_index = *index; const auto original_result = result; if (name == game::SL_FindString("tag_weapon_right") || name == game::SL_FindString("tag_knife_attach")) { const auto tag_weapon = game::SL_FindString("tag_weapon"); result = xmodel_get_bone_index_hook.invoke(model, tag_weapon, offset, index); if (result) { console::info("using tag_weapon instead of %s (%s, %d, %d)\n", game::SL_ConvertToString(name), model->name, offset, *index); return result; } } *index = original_index; result = original_result; return result; } void cw_mismatch_error_stub(int, const char* msg, ...) { char buffer[0x100]; va_list ap; va_start(ap, msg); vsnprintf_s(buffer, sizeof(buffer), _TRUNCATE, msg, ap); va_end(ap); console::error(buffer); } } class component final : public component_interface { public: void post_unpack() override { if (!game::environment::is_mp()) { return; } // precache all weapons that are loaded in zones g_setup_level_weapon_def_hook.create(0x140340DE0, g_setup_level_weapon_def_stub); // use tag_weapon if tag_weapon_right or tag_knife_attach are not found on model xmodel_get_bone_index_hook.create(0x1404E2A50, xmodel_get_bone_index_stub); // make custom weapon index mismatch not drop in CG_SetupCustomWeapon utils::hook::call(0x1401E973D, cw_mismatch_error_stub); } }; } REGISTER_COMPONENT(weapon::component)